Rambler's Legendary Planet (Inactive)

Game Master Scribbling Rambler


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Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

I'm assuming that there are braziers or torches currently lighting the temple?

"Should we lock these fellows up with the guards we captured at the mill? They will all need to be tried, no?", looking at Prahd for confirmation.

If no one else wants the light crossbow, Haer Kul can use it and whatever bolts there are. Ditto the dagger, if no one else has a use for it. If he can wield the light crossbow. It's probably made for a medium-sized humanoid. Ditto the dagger.


Male Elder GM

Yes. All medium-sized.

A quick consensus is reached, and the prisoners are all taken to the cells. Vorthad seems a bit annoyed with the situation.

Further investigation in the village?
Orphanage?
Rest?


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

I'm assuming we take all of the weapons, magic, and valuables. They can be locked up in the sherriff's office (I think), or stored at Rexel's. Haer Kul might as well carry the CLWs. (I can carry the other stuff too, if I drink the potion of Bull's Strength.)

Neil:
Haer Kul will hang back and make sure he's the last one out. Once he's out he will set the lamp oil on fire and admire the burning temple.

Haer Kul still wants to search the manor, then the orphanage. But he is okay with resting first if that's what the other's decide.


Male Elder GM

Haer Kul:
I think you may have misread my post at the end of last page. I jumped ahead to searching the manor - that's where the smell of lamp oil was.


Male Half-Orc Warpriest Lvl:3 HP: 30 AC: 17/10/17 F: 7 R: 4 W: 8 Init: 1 Percep: 2

"Yeah, I'z in no cundishun ta fight more an' my blessins frum Gorum needs fillin."


Male Elder GM

While the group is checking out the manor, they discover many valuable pieces of art (including carpets, furnishings, tapestries,...). Haer Kul also finds a hidden compartment in a wardrobe which contains a well-made longsword, a brown musty potion, a black musty potion, and a satchel containing coins and semi-precious stones.

After they depart, the group sees smoke rising in the direction of Silverstone Hall.

In anticipation of you're resting, I've sent you all an email.


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

Neil:
Thanks, I did misread. Thanks for letting me set the temple on fire anyway.

Haer Kul examines the potions and attempts to identify them, taking 10 on his Craft(alchemy) checks Should be sufficient for caster level 4 or less:

Craft(alchemy): 10 + 9 = 19
Craft(alchemy): 10 + 9 = 19

If that's not good enough, he'll try tasting the ones he couldn't identify:

Perception + inspiration: 1d20 + 6 + 1d6 ⇒ (18) + 6 + (6) = 30
Perception + inspiration: 1d20 + 6 + 1d6 ⇒ (11) + 6 + (1) = 18

Leaving the manor, Haer Kul is mesmerized a little by the smoke in the distance, then shakes his head. "Perhaps justice has returned to this Temple of Abadar."


Male Elder GM

The potions are barkskin and bear's endurance.


Male Elder GM

It appears that the villagers at the inn have managed to contain a fire that broke out at Silverstone Hall. Fortunately, the sturdy stone and metal building could not catch easily, but some of the furnishings inside have been burnt.


Male Elder GM

The group returns to the inn for a good night's rest.

In the morning, they are ready to continue their adventures.


Human Male Wizard Lvl:3 HP:19/19 AC:11/11/10 F:+2 R:+2 W:+4 Init:+1 Perception:+10

Now that I have Detect Magic (in the morning), I will take 10 to identify everything we have so fair failed to identify (Spellcraft +9).


Male Elder GM

Was any healing done before you rested?

Petronicus determines...
the morningstar is once-enchanted (ie +1)
the other two scrolls are bless and magic weapon
the other 3 potions from the church are indeed more cure light wounds
the tuning fork wand contains 23 charges of sound burst
I think that's it.

Also, how much did you loot the manor?


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light
DM Rambler wrote:
While the group is checking out the manor, they discover many valuable pieces of art (including carpets, furnishings, tapestries,...). Haer Kul also finds a hidden compartment in a wardrobe which contains a well-made longsword, a brown musty potion, a black musty potion, and a satchel containing coins and semi-precious stones.

For interest's sake, Haer Kul will try to appraise the art, starting with the nicest stuff first. He'll also appraise the stones.

Appraise checks:

Appraise: 1d20 + 2 ⇒ (11) + 2 = 13
Appraise: 1d20 + 2 ⇒ (4) + 2 = 6
Appraise: 1d20 + 2 ⇒ (3) + 2 = 5
Appraise: 1d20 + 2 ⇒ (16) + 2 = 18
Appraise: 1d20 + 2 ⇒ (3) + 2 = 5
Appraise: 1d20 + 2 ⇒ (10) + 2 = 12
Appraise: 1d20 + 2 ⇒ (11) + 2 = 13
Appraise: 1d20 + 2 ⇒ (14) + 2 = 16
Appraise: 1d20 + 2 ⇒ (17) + 2 = 19
Appraise: 1d20 + 2 ⇒ (6) + 2 = 8
Appraise: 1d20 + 2 ⇒ (12) + 2 = 14
Appraise: 1d20 + 2 ⇒ (1) + 2 = 3
Appraise: 1d20 + 2 ⇒ (18) + 2 = 20
Appraise: 1d20 + 2 ⇒ (14) + 2 = 16
Appraise: 1d20 + 2 ⇒ (14) + 2 = 16
Appraise: 1d20 + 2 ⇒ (6) + 2 = 8
Appraise: 1d20 + 2 ⇒ (10) + 2 = 12
Appraise: 1d20 + 2 ⇒ (8) + 2 = 10
Appraise: 1d20 + 2 ⇒ (2) + 2 = 4
Appraise: 1d20 + 2 ⇒ (18) + 2 = 20
Appraise: 1d20 + 2 ⇒ (9) + 2 = 11
Appraise: 1d20 + 2 ⇒ (6) + 2 = 8

"I suggest we take the longsword, potions, coins and semi-precious stones for safe-keeping. The artwork appears to be safe here."
I'm not sure it's smart to lug a bunch of bulky valuables to the inn.

When we arrive at the inn we'll let Vessa know that we could not find Missus Vesk at the manor.

In the morning: "Mr. Petronicus, would you care to examine the longsword as well?"


Male Elder GM

The longsword is not magical. The coins and stones add up to a total of about 500 gp.

The artwork is about the same value, but much bulkier, and there is the problem of looting a prominent villager's stuff while they may still be at large. The contents of the satchel are much more generic.


Male Elder GM

Off to the orphanage? Other stops first?
Is everybody happy with their current hp situation?


Medium Lvl:3 HP:24/24 AC:16/12/14 F:+2 R:+2 W:+4 Init:+5

In the morning, Bardos seems to have come to a realization.

"I've discovered how to bring others to my seances with the spirits, and you can learn from them as well! If I can contact the spirit of a champion like I did the first day we adventured together, he or she could guide us well. Also, does anyone want that morningstar?"


Male Elder GM

Would anybody else care to participate in Bardos' seance?


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

"I will decline the morningstar, Mr. Bardos, but thank you for asking." I assume that Morgrom will take the Wand of Lesser Restoration? If not, Haer Kul will.

If Morgrom has any cure spells left, I assume he would cast them on the needy before sleeping. If anyone else wanted a clw nightcap, I think we can spare a couple. I assume Thorthal and Morgrom are the worst off. If they don't check in, let's assume that we use one potion on each of them.

"Perhaps we should visit Mr. Vorthad before we venture to the orphanage, no? The jail, it is not the most comfortable of accommodations."

"Ms. Cormindi, do you have any concerns about your safety if we release Vorthad? He claims he helped defend the inn, and if he is healthy, it would not hurt to have another defender here."

To the party: "I think we should question Mr. Vorthad and find out if he knows anything about this 'Vuelib' or the orphanage. And perhaps try to find out one more time why he is in this town."

"Ms. Cormindi, can you spare a meal that we could bring to Mr. Vorthad for now?"


Male Half-Orc Warpriest Lvl:3 HP: 30 AC: 17/10/17 F: 7 R: 4 W: 8 Init: 1 Percep: 2

"Naw, I'm good fer tha morninhstar if youz wants it."

I had no spells left but after a night of rest I am down 4 hp so that is probably good enough to save the potions for now.


Human Male Wizard Lvl:3 HP:19/19 AC:11/11/10 F:+2 R:+2 W:+4 Init:+1 Perception:+10

"Ooooh, a seance sounds delightfully sinful! I will happily participate! Will we be summoning actual demons from the netherworld, or just phantasms to spook the children?"


Male Dwarf Brawler Lvl: 3 HP:28/28 AC: 17(16)/12/15(14) +Ring? F: +5 R: +5 W: +3 Init: +2 Perception: +8 Darkvision MF: 3/4

"Nae, A dornt want th' morningstar, A wadnae min' th' crossbaw though. A think A'll, uhh, check up on th' prisoners while ye talk tae them ghosts."

Edit: The crossbow wasn't on the loot sheet, but looking back it's mentioned as loot from Foss


Male Elder GM

Vessa provides the group with a large pot of gruel for the prisoners, along with some bread and honey for Vorthad. "Hmmm... I suppose I'm more concerned about harm he may do to himself when armed."

Bardos and Petronicus go off to their seance while the others tend to the prisoners.

Petronicus, Bardos:
Bardos leads the way to a small ruin in the woods behind Rexel's treehouse. He sits and enters a trance while Petronicus watches with interest. A few minutes later, Petronicus feels that the pair are not alone. An imposing figure is vaguely seen and heard working in a magical laboratory, crafting items and practicing devastating words of power. After a few minutes of this, the figure seems to notice Bardos, approaches him and merges with him. The medium's eyes snap open.
Petronicus is invigorated by witnessing all of this mystical activity. He gets a +2 bonus to all spell damage rolls today.


Male Half-Orc Warpriest Lvl:3 HP: 30 AC: 17/10/17 F: 7 R: 4 W: 8 Init: 1 Percep: 2

Morgrom cocks an eye at the two drug users, "We wait fer them?"


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

"They will be able to find us. We will either be here, or at the jail. Let's go see Vorthad."

I'm assuming Thorthal and Prahd come with Morgrom and Haer Kul


Male Elder GM

Yes, Morgrom, Haer Kul, Prahd, and Thorthal are the "others".


Male Elder GM

The sheriff's office is a scene of turmoil.

Vothad has destroyed most of the contents of his cell, and is now huddled at the far end away from the other cells. The priests and militia are arguing over the merits and eventual triumphs of Vuelib and The Hooded Lord.

Prahd turns to the others and says, "It's obvious that Vorthad cannot help us here. Yet somebody needs to watch the town and deal with these miscreants."
"Carry on to the orphanage, and I will help the townsfolk here. You shouldn't be too long in any case."


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

"Mes Dieux! Perhaps the presence of the priests and the militia retriggered the madness. Better here, than among the villagers."

"Mr. Goatsfoot, we will try to return quickly, and hopefully with more clues. In the meantime, enjoy your turnips."

To Morgrom & Thorthal: "It is out of our way, but I would like to update master Rexel on the situation, and find out if he has heard anything about Vuelib or the Hooded Lord."


Male Half-Orc Warpriest Lvl:3 HP: 30 AC: 17/10/17 F: 7 R: 4 W: 8 Init: 1 Percep: 2

Morgrom shrugs, "Sure."


Male Elder GM

Morgrom, Haer Kul, and Thorthal make their way to Rexel's treehouse. There the spy Bardos and Petronicus emerging from the woods, disheveled and wild-eyed.


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

Haer Kul takes a firm grip on his sword cane. "Bardos? Petronicus? You recognize us, no?"

Sense Motive: 1d20 + 8 ⇒ (2) + 8 = 10 (ah, such dependable dice)

Quietly to Morgrom and Thorthal, "Be ready, gentlemen, I think they are touched by the madness!"


Medium Lvl:3 HP:24/24 AC:16/12/14 F:+2 R:+2 W:+4 Init:+5

Bardos snaps out of it at the sounds of familiar voices.

"Madness, not as such, just more spirits, we should do rather well today, right Petronicus? I think it was his first time. It can be a bit traumatic, but just think how they feel."


Human Male Wizard Lvl:3 HP:19/19 AC:11/11/10 F:+2 R:+2 W:+4 Init:+1 Perception:+10

"It was quite invigorating in fact! Imagine the secrets one could learn! When can we try again?"


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Male Elder GM

Bardos, Petronicus:
Thinking about it, I think the Archmage bonus is pretty focused on one type of spellcaster (ie not the kind Petronicus is). So I'm thinking I will instead offer the choice of the +2 damage bonus, or +1 to the DC of non-damage spells. However, you have to choose at the time of the seance, so now.
Each of you can choose either option.
I reserve the right to cancel this later if I find it too powerful.


Male Half-Orc Warpriest Lvl:3 HP: 30 AC: 17/10/17 F: 7 R: 4 W: 8 Init: 1 Percep: 2

"If youz twoz are dun fondlin yerselfes, can we git goin?"


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

Haer Kul relaxes a little. "Ah. Just the usual madness, then."

When we meet Rexel: "Mr. Rexel, we have had a certain amount of success. We have rescued a two groups of imprisoned villagers."

"One group was being held by Wildred Lorgg and the militia, taking their orders from a 'Hooded Lord'."

"The other group was being held in the Temple of Abadar, where Hagrim Foss and his priests said they were following instructions from some being known as 'Vuelib'."

"Both groups seemed to hear those instructions from voices in their heads, so they might be the same being. Do either of those names mean anything to you?"

"Oh, and one of the villagers said that the Oddle boy was helping. What do you know of him, beyond being big and not too bright?"


Male Elder GM

"Hmmm.. can't say I've heard either of those names. Well done on the rescues, though."

"Find that hard to believe about Silam. He's a good-natured boy, gentle as a kitten. I say "boy", but he's about 7 feet tall. Helps out the village whenever he can. Works as a woodcutter, and lives by himself at his late mother's orphanage."
"Hard to believe, but I take your word for it. Especially as you say it was on Onessa's map."
"Orphanage is about 4 miles east of town. Used to be a road, but I hear it's overgrown now, so it will take you a long time to get there. Might not be enough time in the day to get there and back. Wouldn't be for me."


Male Elder GM

Rexel asks, "Anything else I can help ya with?"


Male Dwarf Brawler Lvl: 3 HP:28/28 AC: 17(16)/12/15(14) +Ring? F: +5 R: +5 W: +3 Init: +2 Perception: +8 Darkvision MF: 3/4

"Dee ye know o any halflings in th' toon, abit yea high, has a raither menacin' dug? He seems tae be holed up in a log an' willnae leave."


Male Elder GM

"Hmmm... sounds like Besker Zimm... unfriendly fellow? Shaven head? Likes his drink? He's a local woodcutter. Wouldn't surprise me if he found a safe place to hole up and drink where tallfolk couldn't reach him easy. He may be okay after things calm down, but mention him to Vessa."

"Probly could lure him out with a bottle of somethin."


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

"Once again, we are in your debt."

To the rest of the party: "I believe that if we wish to go to the orphanage tonight, we had best fetch Prahd. Otherwise, we should make an early start tomorrow morning."

Either way, might as well head back to the inn.


Human Male Wizard Lvl:3 HP:19/19 AC:11/11/10 F:+2 R:+2 W:+4 Init:+1 Perception:+10

And maybe mention this to Vessa.


Male Elder GM

The group returns to the inn and updates Vessa on the goings on. She informs the group, "Actually, Besker came by this morning and got a bottle. I guess he was holed up for the entire time, watching things, and saw where all of the various groups were based. Now that things are settled down, he's come out. He also told me that he saw Mistress Vesk leaving her manor in her wedding dress three days ago."

Prahd reiterates his desire to stay in the village for now and keep an eye on things. If he changes his mind, he will catch up with you.


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

"Then she was the one we saw on the granary. Very sad. Prahd, we bid you adieu for now. Do not over-consume the turnips."

We will set off for the orphanage.


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Male Half-Orc Warpriest Lvl:3 HP: 30 AC: 17/10/17 F: 7 R: 4 W: 8 Init: 1 Percep: 2

"Letz giv'r!"


Male Elder GM

The orphanage lies east along the lakeshore. The going is easy enough for the first mile, but the trail becomes more rugged as travel wears on. Soon, the path is little more than a pair of ruts filled with shrubs, saplings, and deep puddles. The slower members of the group have a hard time travelling at a rate of a mile an hour.

Still, after about 3-4 hours, a dilapidated two-story farmhouse can be seen, surrounded by an unkempt orchard and overgrown flower garden. The sun-bleached wooden planks are covered in moss, and the roof sags. The building seems quiet and abandoned.


Male Gnome Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

"It does not appear to be a beehive of activity. But we approach with caution, no?"

Haer Kul will scan the farmhouse, garden and orchard for signs of movement. Perception: 1d20 + 9 ⇒ (4) + 9 = 13


Male Elder GM

The orphanage seems deserted.


Human Male Wizard Lvl:3 HP:19/19 AC:11/11/10 F:+2 R:+2 W:+4 Init:+1 Perception:+10

Let us approach carefully looking out for signs of trouble.


Male Elder GM

The two-story structure is made of deteriorating wood. The second floor is not quite as large as the second, and sits on the north side of the building. Filthy windows dot both levels, and entrance doors lie on the east and west ends of the main floor. The only stone visible in the structure is the chimney which rises from the middle of the west end of the building.


Human Male Wizard Lvl:3 HP:19/19 AC:11/11/10 F:+2 R:+2 W:+4 Init:+1 Perception:+10

We take up positions around the door to the west and after I take a quick look to see if it is safe we will open it.

Perception: 1d20 + 9 ⇒ (2) + 9 = 11

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